Changing Breeds/House Rules
Changing Breeds House Rules |
Game Wide House Rules, Clarifications, EtcDon't forget the generic all spheres House Rules |
AspectsBlank Burrow (••••)Instant action and must be concealed. 50ft range. Burrowing (•• or •••)This is an individual form of travel. Your tunnel closes up behind you, and you cannot take others with you or have others follow you. Durga's Blessing (•• or •••)This healing is reflexive along the same lines as your normal lethal healing. The aspect gives you the ability to heal agg per those normal rules, up to your FH score a scene. Earthbond (••)Instant Action. This is a 'Pulse' meaning you get an idea of where everything is in range during your turn. It is not an active ability, you do not get constant updates on subsequent turns unless you activate it again. Hybrid Forms (••••)
Keen Sense (• or ••)Old: Keen Sense 1 is purchased independently for each of the available 6 senses (Sight, Smell, Taste, Touch, Hearing, 'Energy') for 5xp (Aspect Cost), each can be upgraded to Keen Sense 2 for 10xp (Aspect Cost). New: Keen Sense 1 is purchased for the first sense at 5xp, and more senses can be added for 5xp apiece (Aspect Cost). Keen Sense 2 upgrades all purchased senses for 10xp (Aspect Cost), as a one-time cost. Explanation: 10xp per sense feels like too much of a cost for what is effectively just an increase in range, so instead you purchase each sense like normal, but the ability to increase the range/clarity of your senses is only purchased once. Even if you have purchased Keen Sense 2, you can still add more senses to the list for 5xp apiece. Visual Example
Leap (• to •••)The wording here is confusing. Each dot extends your leap distance as stated, in beast form - this includes Dire for those with it. In all other forms, half the given bonus is applied, rounded down. See WoD Core to determine how far you can jump. Magnificence (••)Beast forms is clarified to be both Primal Beast and Dire Forms. War, Throwback, and Human forms do not count. Partial Change (••)Hands:
Head:
Torso:
Righting Reflex (• to •••)This Aspect can be taken by equally graceful creatures, or by magical thieves (such as crows) who steal the trick from another cat. (Changing Breeds, pg. 86) With reference to the text from the book, this Aspect is limited to the following:
Sexual Dimorphism (••)This aspect now reads as follows: ...Whatever the case, the character gains a +2 to any Social roll when dealing with those who are sexually attracted to them...Including intimidation rolls. Slumber's Touch (•••)Falling asleep is instantaneous. If disturbed you can wake back up like it were normal sleep. ST discretion on what would wake you up. Snatch and Carry (••)The object takes a turn to prepare. Afterwards it may be carried in whatever form you can carry it in, and when you shift it becomes part of your body. It will cross the gauntlet, but it is completely unavailable until you return to the form you picked it up in. Spook the Herd (•••)Flee according to number of successes rolled and not turns equal to strength + intimidation. Swarm/Flock Form (••••)Reflexively-used instant action, like dodging. You may exit Swarm Form with the same Shapeshifting procedures (Roll or Spend 1 Essence) to any form you wish to do so. (Rather than just 1 essence) This form has no stats unless you are a breed that specifically lists it (Mimma Lemnua, which are currently not allowed). It is generally a defensive measure to avoid attacks, and cannot attack in return. Damage taken from effects large enough to envelope the entire swarm will reflect as damage when you shift back. It is up to the ST discretion how much your swarm can withstand. (Suggested: Human Health Levels) Individuals within the Swarm Form have about a distance from the mass of about 100feet before they loose focus. Beyond that distance your individual aspects revert to Essence as they are drawn back into the 'main' swarm as if returning to a part of you. This does mean that your swarm form parts do not remain around after you shift back to a normal form. Totem GuardianThis aspect is not available on Fallcoast. Unsettling Eye (•)This Aspect adds the characters Feral-Heart Score as a bonus to Intimidation Rolls (Old Mechanic: Effectively doubles the characters Intimidation Pool) Spirit GiftWe do not follow the book write-up for this Aspect which limits the Feral to learning only 5 or less gifts. Learning
Conversions
Spirit Gift Lists
Spirit Secrets (•••)As per the book, learning the secrets of Spirits is not easy. Ferals are creatures of the Earth and learning Spirit Secrets (Numina) is difficult. These Secrets, once learned tend to have a more nature or earthy appearance and effects to them which reflects the Feral's connection to nature rather than to the spirits. Available Secrets (Numina)You may only select Spirit Secrets (Numina) from the Approved List. This list is shared between Changing Breeds, Purified, and Werewolves. Please also check there for global house rules. Targeting/Firing/DefensePlease read Book of Spirits, pg 137, and 138, the Resistance and targeting. It tells you how to determine your Range, that Defense, Cover, Concealment, and Armor all applies, and there is a penalty to your roll equal to the Gauntlet Rating if you are attempting to use a Numina across it. Please remember all of these things. Spirit Stats & Rank
Secrets Limit
XP Cost & Purchase
Learning Spirit Secrets
Spirit Sight (••)Per the Changing Breeds Book, Spirit Sight allows one to peer across the Gauntlet, and also spot spiritual disturbances or power in the Material Realm. This second part is represented by being able to see into Twilight. As the aspect further clarifies that the Aspect helps the Feral to assess the threat, this includes the ability to see both ghosts and spirits. Weaver's Wisdom (• to •••••)This does indeed work with crafting rolls for Webbing, as long as you are designing some sort of end product - Blocking off a tunnel, creating a trap. Items that can possibly be done with Extended rolls. This does not apply to combat and/or grappling with Webbing. |
Aspects XP CostAspects are house ruled here to be a special case. The cost of a Aspect depends on whether it is a graduated Aspect or a simple Aspect. Graduated Aspect, like Aww!!!, must be purchased one dot at a time, since each dot confers individual benefits. So for example if you want to purchase a •••• Aww!!! from scratch, it costs you a total of 50 experience points (5 for the first point, 10 to go from 1 to 2, 15 to go from 2 to 3, and 20 to go from 3 to 4). On the other hand, simple Aspects like Swift Wing are purchased all at once, since they only confer one benefit at their full value, and cannot be purchased one dot at a time. So if you want to purchase Swift Wing (a ••• Aspect), you must spend a total of 15 experience points (3 x 5 = 15). This means that a ••• Swift Wing Aspect is significantly less expensive than a •••• Aww!!! Aspect, but that’s because the Aww!!! Aspect confers increasing benefits, while the Swift Wing Aspect only confers one benefit and cannot be purchased at lower levels. |
Aspect Negative DotsWhile the book does not require it, we are allowing players to gain a free Aspect Dot (Chargen Only) by taking Aspects such as Tell or Hare's Heart which have a negative cost. This offer is limited to 1 and only 1 Free Dot, no matter how many of the negative cost Aspects you take. The Limbless Aspect is a strange duck, and considering such, if taken by a species that is not normally Limbless this will be handled on a case by case basis to make it appropriate to both theme and physical reality. These Aspects are free to players any point after Chargen, but you will not gain the free Aspect Dot. |
Band MembershipThere is no such thing as a non-Changing Breed member of a Band. Efforts will be made by staff to curtail this behavior, but players are also encouraged to reinforce this ICly in their role-play. (Changing Breeds. pg 43) |
Beastkin
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Beast MagicBeast Magic is not approved on Fallcoast. Species which always get Beast Magic are therefore unavailable. |
DelusionDelusion now follows the same Willpower Chart as listed on WTF: Core pg176. That is, the Willpower of the affected Mortal determines the response to the Feral. Immunity to Feral Delusion now follows the same rules that Lunacy does - if you are immune to Lunacy, you continue to be immune to Delusion. Warform produces Full Delusion, Throwback and Dire Ferals produce Weakened Delusion - the Willpower value of the affected is considered to be 2 points higher on the chart for Dire, and 4 points higher for Throwback (just the same as for Ushul and Dalu). Yes, this means if your form does not have a Warform, unless you have some other aspect to modify your Delusion, you do not inflict full delusion. Beastkin continue to be fully Immune to Delusion, and +1 willpower to Lunacy. Wolfblood who are of the appropriate level of the merit to gain a resistance against Lunacy, are also +1 to Delusion Many Legged Aspect provides a -2 to the effective Willpower of the affected on the chart (So a person with Willpower 6 will be considered Willpower 4 for the purposes of reacting to Delusion) - This does Stack on the Dire form, so Sicarious actually produce full Delusion in Dire Form. The Unspeakable Horror Aspect provides a -1 to the effective Willpower at 3 dots, and a -2 to the effective willpower on the chart at 5 dots, including its other benefits |
FavorsClarifications
Dark Sight (•)Bastet pay Breed Favor price for Darksight. Extra Limbs (• to •••)With extra arms you may choose only one benefit per round. Either you
Extra attacks for extra limbs are no longer permitted. You can choose to get a defense bonus or grapple bonus as the other 'dots' of the fighting style. You also gain the bonuses (reduced) of all this for 15xp if you choose to only get 2 dots. Fangs and Claw (• to ••••)This Favor has been simplified. For each dot, a Feral may add +1 equipment bonus to their chosen free natural weapon, up to a maximum +4 total bonus for a given weapon (this is still a base equipment bonus). Alternately, a Feral can purchase a new weapon that does Bashing or Lethal damage with an equipment bonus equal to the dot rating, up to 4 dots, as long as it makes sense for their animal type. Natural weapons purchased this way may not be used in human form without the use of the Partial Change Aspect.
Size (••••)When you buy the Size Favor it extra above your built in changes does NOT affect your size through the code. you will have to mentally hold +1 Size and +1 Health. Webbing (••••)Webs last a number of days equal to your Feral-Heart score, before they break down. |
FetishesChanging Breeds may use Fetishes in just the same way as Werewolves - They may Roll Harmony or spend an Essence to activate them. Ferals with the Fetish Crafter merit can create fetishes, or they can obtain them from Werewolf, Purified, or Mage crafters. Fetishes crafted by PCs receive a discount of 1xp per dot of the fetish. So 1 dot fetishes cost 1xp, 2dots 4xp, 3 dots 9xp, 4 dots 16xp, and 5dots 25xp. Fetishes obtained from PrPs directly do not receive this discount. |
Feral DefenseWhen a feral wears the Dire form, or the Beast form, he applies the higher of his Dexterity or Wits as his Defense, like an animal. Feral's are extremely in tune with their inner animals, and can make greater use of their instincts. |
Feral-HeartRaisingTo reflect some sense of development, jumps in Feral-Heart will not be allowed. They'll be permitted at a rate of one point per month. This is to bring things in to alignment with Werewolves who have the same progression rate with their Primal Urge. Attribute CapFeral Heart now follows the same Attribute cap progression as all other spheres. That is, you need to have a Feral Heart of 6+ in order to gain Attributes or Skills at 6 or above (again, depending on your Feral Heart). Respec MaxIt's been ruled that you cannot come out of a respec with your Feral Heart higher then 6. Which is double what we allow at Chargen. However, you're welcome to sit on the xp for raising your Feral Heart after you've been out of Chargen/Respec for 30 days. Feral-Heart 7+Feral Heart above 7 will need to have an appropriate PrP ran showing how your character is becoming closer and closer to their more primal side. The plot has to be approved by Changing Breed staff prior to being ran. Feral-Heart 10Feral Heart 10 is not allowed on grid. If you choose to buy Feral Heart to 10 you will become an NPC (which is sometimes fun and a good closing for older characters). |
Fighting Styles in Shifted FormsIn review, certain fighting styles have been approved for Forms other than Human and/or Throwback. All forms: Human/Throwback/War/Dire/Beast
All Breed Species Dire/Beast
Hugranjah Dire/Beast
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Form Stat LinesMany breeds have had their statlines adjusted +species/view (Species name) to see your proper stat lines. |
HarmonyPredatory species (and prey species of the Heart-Ripper Accord) no longer degenerate Harmony for the killing of "important" living things (see: Humans) with just cause (the protection of Fera, her Children, in extreme defense of one's self, etc). This applies to anyone Staff discretion. |
RegenerationRegeneration has gotten a revamp for both Werewolves and Ferals. Mechanically, this consists of two changes, one to the essence per turn rates of Primal-Urge and Feral-Heart, along with Bashing regeneration rates, and Regeneration itself.
Bashing DamageFerals heal at least one point of bashing damage every other turn, depending on their Feral Heart. See the chart above for the exact amount at each Feral-Heart score.
Lethal DamageFerals heal one point of Lethal damage every 30 minutes.
Aggravated DamageA shapechanger cannot regenerate aggravated damage unless he has the Durga’s Blessing Aspect or some other magical aid. Aggravated damage heals at the same rate for ferals as for normal human beings
War FormWhen in War Form, the character heals bashing and lethal damage equal to their Feral-Heart score without essence expenditure at the start of each turn. This is a change from the 2e regeneration rules where the update is coming from. ToxinsToxins can still affect Ferals. Subtract their Feral-Heart from the Toxicity rating of any poison or disease that would ail her. Regrowing Lost Limbs / OrgansIn healing a lost limb or organ (including fingers, legs, livers, lungs and eyes) requires special effort. First, the Shifter must be willing and able to spend a draining amount of effort to regrow the lost part. During this time, the werewolf must remain relatively inactive; he can eat (and may have to), but cannot fight or engage in strenuous activity. This limb regrowth is separate to the actual healing of the health wounds. We follow the guidelines found in Blood of the Wolf, pg 18.
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RespectRespect does 3 things for you:
As per the Book, you must be exhibiting an action similar to the respect to use it in that situation. So if you are passionately making a case in a court room, you can use Passion. If you are cleverly misdirecting an enemy to the wrong side of the tracks, you can use Cleverness. And so on. This is the ST on the scene's call if you are taking an action that follows that Respect.
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RitualsChanging Breeds, mired as they are in the physical realm, do not get access to Rituals. This is the sole purview of Werewolves, who are far more in tune with the spiritual world. |
Scenting other ShiftersApproximately 30 foot radius.
All penalties/bonuses for forms that apply to Uratha also apply to Ferals. Please refer to p180 Werewolf: The Forsaken for details. |
SpeciesUnclean & ColonyBoth groups have methods for forcibly infecting others in attempts to make them into Unclean/Colony. These methods are only approved for Becomings, and require staff permission. The Colony
Cat Colonies claim territory differently from the Forsaken. The Forsaken seek borders, defined limits to their area. The werecats do no such thing. They mark a town or a city neighborhood as theirs. It matters little who else calls it home or divvies it up into nicely sliced domains. The cats call the area all theirs. They’re not pushy about it, and in fact will do their very best to remain utterly hidden from any other supernatural, because there’s little reason to go setting off alarms. But the werecats know the truth: it’s all theirs, no matter what the maps and guidebooks say. Territory Benefits apply to Either Fallcoast or Hanging Hills (Inside Town)
The UncleanLight Penalty Unclean suffer dice penalties when operating under any type of bright lights, including fluorescent lighting. Below is a table of the associated penalties to ALL dice rolls under these conditions. (Quick Math, divide your Feral Heart by 2, then round up)
Fish-FolkBrineborn (Fish Folk) are from War Against the Pure. In order to align with the rest of the Changing Breeds the following adjustments have been made:
MinjurWe have chosen to deviate from the book background text for Minjur. This breed/species covers mice and rats and they may be from any background/ethnicity. |
Teaching ScenesTeaching scenes can be fun. They can also be a PITA. They are also incredibly good for character building. If you teach another feral any of the listed topics below and log and post it you can get 1xp for these scenes.
The scene must be more than just "Here's the deal. BIG FRAKIN POSE got it? Got it" - that's not worth 1xp. Staff may choose at any point not to award if they feel it's people just reaching for incentives. |
TerritoryFallcoast's grid is done by neighborhoods, with each grid square being quite a large area. As such, claiming of grid squares as territory is no longer done. Territory will not be marked on the +map in game, or as +views in the grid square rooms themselves.
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